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I made this system because I have not found any GUI destroy trees system, also maybe some map-makers want this system in GUI and not in vJASS or JASS.This is easily to configure, you have only to read the import and configure instructions into the map.
MAYBE THIS MAKE SOME LAG WHEN LOAD THE MAP (THIS IS BECAUSE THE ABILITY HAS 100 LEVELS)
@eubz for the recomendation of @D4RK_G4ND4LF's destroy trees system
Destroy trees system v1.1
—More efficient
—Now the system creates an unit at the initialization and use it for destroy the trees
—Removed some variables, unit, ability, and changed some functions
Destroy trees system v1.0
—First release
Madeby
IF ANYONE CAN POST THE TRIGGERS FOR ME, THANKS!!! (I can't because I have the software in spanish language)
Keywords:
destroy trees, destroy, destroy trees system, stun system, khaosmachine, resources, nice system, useful system, destroy circle, circle trees destroy,
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
July 21st 2012
Magtheridon96:
Well, now you're using a much better algorithm, so this might actually be useful.
One problem though, you have an extra line in there:
Custom script...
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
July 21st 2012
Magtheridon96:
Well, now you're using a much better algorithm, so this might actually be useful.
One problem though, you have an extra line in there: Custom script: call IssuePointOrderLoc(udg_TempUnit, udg_DTS_String_Order, udg_DTS_Point_TargetPoint)
This shouldn't be in there because TempUnit is specific to the testmap.
edit
maddeem suggested a much better algorithm.
Using it would get the rating up to "Useful" since no other "Tree Destroying" systems use an algorithm as efficient as this.
Moderator: Pharaoh_ Date: 11:30, 18th May 2012
Review
I am afraid there is a much more efficient solution to destroying trees. You don't need 100 levels for an ability, you can loop through AoE/128 (this is the pathing of a common tree) and order the dummy to cast it x Loop times.
Nice presentation by the way (next time, consider posting the triggers as well).
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Set TempUnit = Paladin 0001 <gen>
Set DTS_Real_AreaOfEffect = ActualRadius
Set DTS_Point_TargetPoint = (Position of TempUnit)
Custom script: call ExecuteFunc("DTS_Run")
Comments:
Well, what I first noticed was that you're controlling it using force of nature, which does work I suppose, but isn't the traditional method for destroying trees, because it doesn't actually detect that a tree is there, just gets rid of it if there is. Also this setup isn't the most useful (even if it is 4 functions to control it) Becuase your radius of the actual ability, is determined by object data levels for such an ability.
The traditional method:
Using a peasant to detect trees by matching commands and then doing as you want with the tree you've found Is mroe useful generally speaking, and already exists in the help sections when people don't know how to do it, and requires even less triggering than this does. For example:
Say you have a spell which needs to destroy trees in a given area:
You pick all the destructibles within (radius) of (Point)
- Set TempDestuct = (Picked destructible)
- Run (Trigger)
Other Trigger:
Order (Tree Checker) to (right click) (TempDestuct)
If then else
- Conditions
- - Current order of (Tree Checker) = "harvest"
- Actions
- - Kill (TempDestruct)
That should give you the basic gist of what I mean, in eithercase, it's longer than it needs to be, since all you actually need is to use this traditional order detection to do it. However setting the system to this would cause it to become too simple. Obviously (Tree Checker) has been created in another trigger which runs at map init, and is a peasant. (Which is invulnerable, hidden, etc.)
Edit: For the record, it could also be a function which is called, and have the peasant creation/setup in the same trigger as where the function is.
How is this even a system? This is like making a destroy unit system..
The best way to go about a system like this is to save the integer ID of all trees, then load it of destructables you want to check.
It takes more work to initialize but in the end it beats all other methods in efficiency.
That's actually a nice method, and I would totally use it for my maps, but it would require the user to re-register destructables he creates during the game (you know, trees respawning for example )
That's actually a nice method, and I would totally use it for my maps, but it would require the user to re-register destructables he creates during the game (you know, trees respawning for example )
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